\section{Covenants}
\vspace{-10pt}
\quot{``New plan: we \emph{don't} cut each other's head off in an attempt to gain asymmetric power.''}

\desc{Whether they like it or not, supernatural characters in the World of Darkness are subject to the rules and judgments of one or more of the Covenants. Acting as defacto nation states, covenants provide a Hobbesian mandate of behavior that is difficult to ignore. Characters may indeed be a member of one of them, which provides benefits comparable to those of being the citizen of an archaic empire. However, breaking the edicts of any covenant is punishable by that covenant if it catches you (subject to possible negotiations if you are a well placed member of another).}

\desc{The covenants are as a whole not called that. In fact, they aren't called \emph{anything} as a whole in-game, because they don't belong to any over organizations. Each is kind of like a mafia, with some sort of shady leadership hierarchy and elaborate titles to convey subtle differences in duties and status. In reality all the covenants exist to fulfill essentially the same task, so while they spend a fair amount of time insulting one another, it is profoundly unusual for them to actually come to blows. Each covenant provides the following:}

\desc{\listone
\item \ability{Preserves the Masquerade}{-- each group calls it something different, but everyone is keenly aware that sufficient numbers of peasants with torches have slain supernatural creatures in the past and will do so again if the lid isn't kept on pretty tight.}
\item \ability{Facilitates Social Interaction}{-- for all the nosferatu babble about how they prefer the life of the hermit, they really don't. Normal humans are incapable of really understanding what it is like to be a supernatural creature and really the only peers a Leviathan has is other Leviathans, or at least other supernatural creatures.}
\item \ability{Acts as a framework to work out differences}{-- supernatural creatures exist outside and in many ways above normal human societies, and live their life very much like a Hobbesian battle of All against All. And while it is true that their power and mystery does make them well qualified to do that, they have no unique advantages over other supernatural creatures. And thus it is in true Hobbes fashion the creatures have put together over organizations to keep each other in check. Arguing things out with an Archon is slow, but many supernatural creatures have a lot of time.}
\end{list}}
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\noindent{Covenants do not, as a rule, recognize dual citizenship or anything of the like. And switching one's status from one to another is a slow painful process that generally just isn't done. But a supernatural creature from one covenant can generally expect to not get stabbed in the face or eaten by members of another. A supernatural creature from another covenant can expect to be treated as a foreigner, but not as a foreigner from a nation that is at war with the local one. Indeed, since all the covenants are international and borders are pretty vague even when they exist at all you can pretty much go where you want without getting much more than the fish eye. And that mostly from Leviathans who actually have fish eyes.}

\input{society/newworldorder}

\input{society/carthians}

\input{society/sabbat}

\input{society/worldcrimeleague}